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Frankie Goes to Hollywood Bits

frankieheader Frankie Goes to Hollywood Bits

“I have the license to Frankie Goes to Hollywood!”

How exactly do you respond to that? Well, apparently by making a surreal adventure game.

frankietitle1 Frankie Goes to Hollywood Bits

FGTH's title screen, complete with some odd algebra.

The bits:

  • The game was created with a unique approach as it didn’t star the band’s members or have much to do with music. Instead, it was a somewhat psychedelic romp based off of the cover art for the band’s albums.
  • FGTH’s protagonist is, quite literally, a shade of a man. Inspired by the band’s logo, the player takes on this persona and embarks on a quest to become a “real person.” Incidentally, this premise also served as a nice cover for the ZX Spectrum’s colour limitations.

    frankiewindow Frankie Goes to Hollywood Bits

    Some of the first windows and icon-based inventories in videogame history.

  • The game starts off with the player stumbling upon a murder, which — in a somewhat positive twist — actually gives the protagonist hope of becoming an interesting (i.e., real) individual. Being interesting is also the prerequisite for entering “The Pleasuredome,” the overall goal of the game.
  • Much like Clue, solving the murder mystery involves gathering evidence and eliminating suspects. Making correct deductions increases one of the player’s main statistics: sex, war, love and religion. Each one of these is a reference to the band’s albums, and is used to indicate how interesting the shade has become.
  • The four icons representing sex, war, love and religion are a pair of sperm, a missile, a heart and a cross. Each one is accompanied by a vertical bar on the right side of the screen.
  • FGTH contains various surreal minigames — such as a game of Breakout where Ronald Reagan and Mikhail Gorbachev spit projectiles at each other — that can be played to increase the shade’s interest-level.
  • The highest possible score in the game is 99%, accentuating the fact that no one’s ever really perfect.

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3 on 3 NHL Arcade Bits

3on3nhlarcadeheader 3 on 3 NHL Arcade Bits

I’m a big fan of hockey, and I’ve usually really enjoyed EA’s NHL series. I’ve even spent an embarrassing amount of time with the PC modding community that sprang up around the various NHL titles.

The modders not only updated the games with new textures and roster packs, but also with tweaks to the various statistics and physics settings. These included roughly 1000 players with 25+ stats each, and another 40+ variable game settings. I was particularly fond of Trent’s roster pack and suggested game settings. Using it, the checking became heavily based on velocities, the puck no longer bounced around like a rubber ball, and, most importantly, every player’s acceleration value was severely reduced providing a proper momentum-based breakaway mechanic with a nice risk/reward factor.

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Awww, look at all the empty stands.

Now 3 on 3 NHL Arcade tries to be the opposite of a simulation — after all, “Arcade” is in its title — but, surprisingly, it falls somewhere in the middle between these two distinct approaches.

Its good (and bad) bits:

  • The game features quick, 3 on 3 player matches (not including the goalies) in shortened shortened rings where the middle part is roughly cut in half.
  • Goofy voice-overs accompany the UI with “Swooosh!” and “Click!” constantly sounding off as you navigate the menus. This approach is extended to the game as well with klaxons and cow bells playing in response to in-game actions such as hitting the post.
  • The bobblehead visuals are a fairly iconic look that fits the game quite well.
  • There are 36 forwards and defensemen to choose from, and 4 goalies. Considering these are real players — although not always the stars — it’s a bit surprising that EA didn’t use the NHL license to its full extent. There are no teams, and the game doesn’t remember which players you picked, forcing you to scroll through the whole list every time you want to change the lineup. What’s worse is that this scrolling is pretty slow and doesn’t wrap-around, i.e., when you get to Henrik Zetterberg, you can’t simply press down to skip to Nikolai Antropov. Personally I would’ve much preferred an NBA Jam like approach where you simply select a team and its star players, and also have the ability to save custom “All-Star” lineups.

    3on3nhlarcade3 3 on 3 NHL Arcade Bits

    The Big Player powerup is definitely fun, provided you can catch someone with it.

  • Each player falls into one of three categories: fast, strong or all around. This is reminiscent of Ice Hockey for the NES, but provides even less variety. The differences between fast and all around are negligible, and it’s impossible to tell the two apart.
  • Much like in NBA Jam, there’s no turbo button, although a speed increase can be attained through a powerup.
  • The powerups are pretty varied and are dispensed by hitting players from the opposing team. What’s interesting here is that if you knock a powerup out of an opposing player, only you can pick it up (and vice-versa). Unfortunately, this ownership is not explained anywhere, and it’s only indicators are small circular outlines (red for the red team and blue for the blue team) that are pretty difficult to spot. This mechanic does encourage aggressive play, though, and it creates a back-and-forth as defending players are more likely to obtain new powerups.
  • There are no penalties or the usual game stoppages, e.g., offside, icing, high-stick, etc. This provides a nice flow, and power-play/penalty-kill modifiers are dynamically initiated by collecting the Freeze powerup.
  • Since the game is an offshoot of EA’s annual NHL titles, stick controls are included, i.e., utilizing the right thumbstick to simulate actual movement of a player’s stick. I’m not sure this is a wise decision, though, as it makes the game feel more like a simulation instead of an arcade experience with clear-cut states.
  • Physics actually play a big role in the game, also much to the detriment of the arcadish feel. Players behave as if they were like-charged magnets, harmlessly bouncing off of each other without any satisfying effects. Checking is better in scrums, but it’s extremely difficult to catch someone with a good hit (partly due to the high skating speed) unless they’re coming straight at you.
  • Passing is fairly difficult, with little to no automatic assist. Also, I can’t count the number of times I made a perfect pass only to watch it slide right through the receiver. Even in simulation games passing isn’t this finicky, and it proves extremely frustrating when trying to set up one-timers. The goalies are even worse as it’s virtually impossible to pass the puck as a goalie. I’m assuming this is to force more turn-overs, but it’s so bad that I found myself simply dumping the puck to the sides and hoping one of my players would get there first.

    3on3nhlarcade2 3 on 3 NHL Arcade Bits

    Sending your opposition into the boards happens way too rarely.

  • For some reason, moves such as the shot-block are not explicitly indicated in the button-controls setup. You can use them in the game, but, unlike the stick-controls setup, they’re purposefully (and perplexingly) omitted from the controller diagram.
  • Once a goal is scored, the puck is quickly dropped behind the net. This is a nice feature that keeps the game going instead of stopping the action for faceoffs.
  • For an arcade game, there’s a distinct lack of glass breaking, door benches being swung in, player fighting, etc. This might’ve been intentional in order to get a friendly ESRB rating, but the game suffers due to the lack of such effects.
  • The selected-player indicator is a small triangle superimposed over the player’s head. When the selected player has the puck it’s a bright colour, but fades as he loses it. Once again, this is a fairly poor solution as it’s hard to make out, especially in a crowd where it becomes impossible to spot your selected player.

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Zak McKracken and the Alien Mindbenders Bits

zakheader1 Zak McKracken and the Alien Mindbenders Bits

Zak McKracken was Lucasarts’ second ever SCUMM title. It didn’t really have the same impact as the various Monkey Island or Indiana Jones games, but it contained loads of personality and a few interesting twists on adventure game mechanics.

zak mckracken and the alien mindbenders 011 Zak McKracken and the Alien Mindbenders Bits

It all started with a dream...

The good stuff:

  • Zak McKracken, the game’s protagonist, dreams of winning the Pulitzer Prize but is stuck working for The National Inquisitor, a trashy tabloid. Despite Zak’s disgruntlement, his job is a very good excuse to have the player investigate suspicious phenomenona and travel to exotic locales.

    zak mckracken and the alien mindbenders 09 Zak McKracken and the Alien Mindbenders Bits

    The red, underlined "LOOK!" arrow-sign was actually a breath of fresh air in a genre notorious for pixel-hunting.

  • The game came packaged with a print version of the National Inquisitor and featured headlines such as “Two-Headed Squirrel Attacks Two Campers At Once!” and “Scrambled Son Tries To Kill Parents With Eggs.” Incidentally, not everything in the newspaper is supposed to be fabricated — a concept that was a big part of Men in Black.
  • The game’s story revolves around a devious alien plot to overthrow humanity. This is achieved by a group of aliens — disguised in Groucho-style masks — running a phone company that’s slowly eroding earth’s intelligence through dial tones.

    zak mckracken and the alien mindbenders 02 Zak McKracken and the Alien Mindbenders Bits

    The FM Towns version of the game.

  • Being exposed to the aliens’ Mindbender machine results in game commands being sucked out from the user interface. This is a rather clever way of simulating Zak getting stupid. It also serves to gate the player and justify some rather perplexing behaviour.
  • The National Inquisitor doesn’t have the biggest budget, so Zak must pay for his own flights. Aside from being another logical gating mechanic, it also serves to tease the player with impossibly expensive flights. It’s debatable whether such red herrings are actually a good thing, but they add the illusion of scale.
  • A vital way of getting the funds to travel around the world is winning the lottery.
  • International flights also double as copy-protection, requiring the player to enter “Visa Codes” (that are provided in the game’s manual) when travelling outside of the US.

    zak mckracken and the alien mindbenders 051 Zak McKracken and the Alien Mindbenders Bits

    Yes, that King.

  • Zak can “mind-meld” with animals and control them, but this is often just an amusing distraction, e.g., making your goldfish smile or having a yak poop.
  • The game is split into five main parts, each one involving getting a piece of “The Device.” It’s a very non-linear approach — especially for an adventure game — as it allows the player to explore and the world in almost any order he wishes.
  • The game’s female characters were based on at-the-time significant others of the various individuals on the development team. One of these women was notorious for dyeing her hair, so her in-game equivalent appears with differently coloured hair every time she takes off her space helmet.
  • Zak’s pet goldfish is named Sushi.

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Headspin Storybook Bits

Headspin Storybook is a basic matching game, except that the images on the left side of the screen need to be mirrored on the right. It’s very simple and approachable, and wrapped up in an undeniably “neat” package.

headspinstorybook Headspin Storybook Bits

If you ask me, pop-up picture books are too rarely an inspiration for videogames.

The bits:

  • The storybook theme is instantly recognizable, and it’s the perfect setup for the left/right duality that serves as the base of the gameplay.
  • The backgrounds and moving people have the same cutout look as the interactive parts, which is a bit confusing. I realize that the confusion is the intended result, but I don’t think it’s necessary. The level timers are already fairly short, and the extra visuals are distracting enough by themselves without mimicking the interactive objects.
  • The positions/object lists and their flipped values are randomized. This provides decent replay value and prevents levels from being too easy the second time around.
  • The sliding timer indicator and the flipping animations are true to the game’s theme and provide inexpensive but fitting effects.

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Rodland Bits

Rodland is an ultra-cutesy, single-screen, side-view arcade game in the vein of Bubble Bobble.

rodland 01 Rodland Bits

These adorable fairy kids are actually pretty violent.

These games used to be a dime a dozen, but Rodland had a few interesting gameplay elements that set it apart from the crowd.

Its significant bits:

  • Instead of jumping, the player traverses the maps with the use of a magical ladder. The ladder can be deployed at any time, although the player possesses only one of these. If a ladder is summoned, it’s simply teleported from its previous location to where the player is currently standing. The ladder is also strictly vertical, but it can be used to reach platforms above and below the player character.

    rodland 07 Rodland Bits

    An entangled enemy is about to go for a ride.

  • The game’s enemies can also utilize the player’s ladder, which the player can exploit to funnel and box them in.
  • The main weapon in the game is a magical rod that fires a short burst of energy. This beam can pop balloons and hurt bosses, but it’s generally used to entangle enemies. Once an enemy is entangled, the player can lift it over his head and repeatedly hurl it left and right, smashing it into the ground. It’s actually a little brutal, and somewhat reminiscent of Kirby’s Throw in Kirby’s Adventure where the little puffball can viciously suplex an enemy.
  • Performing the rod slam less than three times simply stuns an enemy, while a full three hits will burst it and leave behind some sort of a powerup or collectible, e.g., a fruity points-bonus, a rocket that flies horizontally away from the direction it was touched, four balls that frantically bounce around the level, etc.

    rodland 13 Rodland Bits

    This is where those magical ladders come in handy.

  • While performing the rod-slam, the player is pretty much invincible. Any enemies that get close will inevitably get smashed by their entangled brethren. When this happens, they’ll get pushed away and go into a stunned mode.
  • The game’s various console conversions slightly tweaked the rod slam mechanic. In the arcade version, if the player is standing on the edge of a platform and slams an enemy into empty air, his foe will simply drop down. In the console version(s), though, this will actually kill the enemy.
  • Once all the enemies are defeated, the player has a limited amount of time to collect leftover items before the game automatically moves on to the next stage.
  • The game’s bosses are just as cute and non-threatening as the regular enemies –  there’s a grinning whale that spurts water from its blowhole, and a giant elephant that flies around by flapping its ears a la Dumbo (although he’s actually suspended from the ceiling by two small chains). Even the somewhat imposing last boss throws up a tiny white flag once he’s defeated.

As a side note, Rodland is a great fit for limited platforms such as cellphones. The controls are basic, the movement of the player and the enemies is quite slow, there’s no processor intensive graphical effects (scrolling parallax, gradients, transparencies, etc.), and, most importantly, it contains some very simple and approachable gameplay elements.

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